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Winning & two players

Commander’s manual · Rules v3

14 End of the game

The end of the game is triggered when the salvage supply cannot refill every empty market berth at the end of a turn. Refill berths in berth order until the supply is empty; berths that cannot be refilled stay empty.

Play then continues until the current round is complete, so that every commander has taken the same number of turns. During these final turns, empty berths stay empty, and modules may still be purchased from occupied berths. If the triggering turn was the last turn of the round, the round is already complete.

A Storm triggered during one of these final turns is resolved after its triggering turn as usual. After the last turn of the round:

  1. Resolve any Storm triggered by that last turn.
  2. Resolve the Final Storm.

Modules left in the market are not awarded.

The commander with the most Renown wins. If commanders tie, they share the victory.

15 Two-player rules

  • Remove twelve random modules before shuffling the supply: two from every department and four from every guild, leaving 48 modules and Storm thresholds of 16 and 32.
  • Remove one copy of every credit card, leaving 54.

There is no neutral opponent. All other rules are unchanged.